Well, from my PoV, even if the system side of chargen only takes up 10 minutes, that doesn't save much when making PCs for an actual campaign, because concept and background take from days to sometimes months of work.

@Gwideon It's an interesting question. I feel that there isa lot of power in those categories, but folks don't often use them. But more that a lot of DMs create combat situations where you have to play optimally in order to survive, so then allt hose traits are ignored during combat.

But watching you folks, it sesems Fate is more "this is my charactter, and here is what he can do" while 5e is "This is what he can do, and here is my character"

You're aboard Zenith - the only orbital station above Azora. According to Jorj, your two targets are down there. You recall him telling you: "Oh come on, they can't be too far from one another - after all, they're on the same planet!" As awkward as the job was, you needed money, and you didn't have better options. But after hitching a ride with the heavy trucker ship, you still need to find a way *down* there. Surely there are shuttle captains willing to make a quick credit, but there's of course an issue with that . . .

(Not if my above post is meant to be a serious teaser of a demo or whatever. Just felt an urge to make up and post some sort of thing involving the hooks given.)

It looks built with an expectation that the game will necessarily involve violent conflicts that will be resolved by shooting. If so, that's fine.

Bear in mind that unlike games like D&D, Fate does not have any preference towards violent encounters.

In D&D, fighting moves the story forward and advances your characters. Many problems are solved with some amount of fighting. If you are unsure what you need to do or how to move the story forward, look for a fight.

These aren't true of Fate. Fighting does not inherently do anything for advancing the story or the characters and doesn't necessarily accomplish anything at all.

Even when we come to physical blows, it may not involve a Conflict scene where we are trying to inflict stress and use attacks. We may also be using Contest or Challenge mechanics to physically overcome NPCs.

(My FATE characters seem to have a skill-wise leaning towards combat largely due to the way combats are resolved through more rolls of the same skill than Contests and of course even more than Challenges and regular Overcomes.)

@NautArch no not really. The ps4 and xbox one are so similar architecturally that not many changes need to be done when porting. heck the switch has crossplay with the xbox when ti comes to several big games and it's the most different when it comes to architecture so literally the only reason the only reason there's less crossplay on ps4 is the fact that sony doesn't want to play nice with other companies.

heck before fortnite went offically crossplatform when it comes to the ps4 they literally turned it on by accident in an update.

to me atleast the console wars are a thing of the 90s. working with a competitor isn't always a bad thing in fact (as we've seen with banjo being in smash) it can be quite a good thing and can bring attention and goodwill to your company from places you wouldn't normally be able to reach.

I honestly think the goodwill earned by allowing crossplay on big crossplatform releases outweighs the cost. game companies are built on the backs of their fans and if they don't please their fans they ultimately lose (unless you're EA apparently). this is part of why I think Microsoft is doing a better job with their long term strategy than sony is.

though I do think they are partially doing this because currently xbox isn't the most popular brand of console (that title belongs to playstation).

@Someone_Evil Agreed, it doesn't need its own tag. Generally the eberron and ravnica tags are for questions about the settings themselves, not just for content from books about those settings. The tags describe the question itself, not the book the content in the question is from.

@NautArch I own everything on D&D Beyond (...well besides the map pack I guess). The DDB folks have offered to keep my Legendary Bundle updated due to all the errors and such I report to them :D

@NautArch but that is inherently unsustainable as if you can't do it batter then you're seen as an inferior copy. The most successful strategy in my opinion is to carve out a niche and do the best you can to serve that niche

@Gwideon That very much depends on the size of the niche. And in the popular gaming market, casting a wider net would be better. Sony seems to have figured that out, MS needs to figure out how they've oone it and do their version of it. But trying to find a smaller niche is unlikely to be a good business decision for them.

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They're a non-slotted magical item carried by one of the party members, who can use an action (type of action depends on the banner) to "plant" the banner on the field in their own square or an adjacent one.

The banner remains there for the rest of the encounter or until someone uses a standard action to remove it while standing in its square or adjacent to it. The banner does not change the square's status in terms of being able to move or attack through it.

(Usually, banners are encounter powers so if it's taken down, it can't be used again during that scene.)

And while it's planted, the banner creates an effect on an area around itself--usually a 3 to 5 square radius.

There are couple of effects in the same wheelhouse (placeable auras), but not themed around banner-type items. Sounds really interesting, though I'm not sure how much of the coolness is lost in the lower tactical-ness of 5e (as I understand it)

He often cannibalized his standard action for a minor or move action anyway, so he carried the banner around for us. And since he was a warlord/shaman with the leader role, it made a lot of sense narratively too.

Also, I always made sure the banner's emblem was something relevant to the world and the story and the characters, so that fighting under it was a statement.

Oh, and mechanically they made for some really amusing opportunities to piggyback effects.

Since they're item powers, they activate any triggered effects by the character who uses them.

For example, there's a feat which says "any time you heal a target for at least 1hp, they can make a save against one effect."

Drop a Battle Standard of Healing, which heals 1 hp to all allies in range whenever any ally in range uses a healing surge (healing surges are involved in almost all healing effects in 4e).

Now every time you heal someone, you also grant everyone a save.

And if you've got a healer's brooch, which increases the amount of all your heals by its enhancement bonus, well. Now you're doing 2 to 7 hp of healing AND granting a save to everyone, every time you use one of your major healing effects.

Or the time we had a "pushes all enemies 1 square" banner, and gave it to the fighter who'd stacked every possible "when I push, I get +distance to the push" effects he could find.

Suddenly every enemy within 3 squares of the banner was knocked back something like seven squares, and made prone, and maybe slowed (speed reduced to 2 squares).

Crunchy systems can create situations that are mechanically interesting - like discovering some combination of features that's especially powerful or amusing - but for the most part, the excessive "lag" due to complicated rules resolutions can make the game feel tedious and boring

We tend to play longer-term campaigns (50-100 sessions), and the granularity provided by some Crunchy systems can show through over time. They are not usually suited to shorter term games, but if my Rolemaster Character is buying a Rank of Swimming every level (+3 to the d100 roll per rank! Woo-hoo!), after 10 levels, alongside an increased Agility (another +5!), that's a +35. Moving from a poor-to-mediocre +20 to a useful +55.